kremator 1065 Posted September 10, 2011 500 AI ingame and remote observation of the AI shows no warping ....good job. Of course with that many AI they aren't reacting as fast as they should, but one problem at a time :) Share this post Link to post Share on other sites
sickboy 13 Posted September 10, 2011 500 AI ingame and remote observation of the AI shows no warping ....good job.Brilliant! Share this post Link to post Share on other sites
mrcash2009 0 Posted September 10, 2011 Now that is a result .. 500 AI ingame and remote observation of the AI shows no warping ....good job. You lucky git, I wish I could even test that amount on my trashcan of a rig :) Share this post Link to post Share on other sites
Coffeecat 10 Posted September 10, 2011 Note on the Improved AI handgun animations related to the "AI switch to pistol and get stuck bug". I dont know for which reason the AI decides to switch to the pistol, but now they dont get stuck any more. Still they dont have any reason to switch to the pistol since my AI guy had many ammo for his MG left. Share this post Link to post Share on other sites
metalcraze 290 Posted September 10, 2011 Broken "costs" in config most likely. The only 2 cases where AI needs to switch to pistol really are: - when it's out of ammo - when it has a sniper rifle and the enemy is within 50-100m Share this post Link to post Share on other sites
Beagle 684 Posted September 10, 2011 Broken "costs" in config most likely.The only 2 cases where AI needs to switch to pistol really are: - when it's out of ammo - when it has a sniper rifle and the enemy is within 50-100m Make that 25m... any military issue pistol is worthless beyond 25m in RL. RL pistol practice is done on a 20 range for a reason. Even high grade 6" sporting pistols with aimpoint or scope are not shot beyond 50m. Share this post Link to post Share on other sites
.kju 3244 Posted September 10, 2011 Bug #12143 KSK specops units using pistols at long range Share this post Link to post Share on other sites
Rak 0 Posted September 10, 2011 Before: http://dev-heaven.net/issues/23555#note-25Now: ioDyzAiR46U Is this supposed to be improved? D: Share this post Link to post Share on other sites
Muahaha 10 Posted September 10, 2011 Bug #12143 KSK specops units using pistols at long range +1 since handgun issue has been rectified, no reason why this should not. Share this post Link to post Share on other sites
CameronMcDonald 146 Posted September 10, 2011 Make that 25m... any military issue pistol is worthless beyond 25m in RL. This. It's amazing how much of a numpty most people are with pistols, myself included. Share this post Link to post Share on other sites
metalcraze 290 Posted September 10, 2011 Also I finally want to see AI to learn to fight kneeling when in "AUTO" stance Damn it I just wiped out 14 AIs without much effort just because they were standing They should almost completely forget about standing stance when under fire/ the enemy is in view and use it only when absolutely needed Share this post Link to post Share on other sites
c0nse-0n3r 19 Posted September 10, 2011 500 AI ingame and remote observation of the AI shows no warping ....good job.Of course with that many AI they aren't reacting as fast as they should, but one problem at a time :) :cool: Never thought i would hear this.. at least for A2 i'm going to test this once I can get my jaw up off the keyboard if its true, i'll probably get back into the MP scene again! Thanks again to BIS for all this work on the new interpol.. you guys live up to the hype Share this post Link to post Share on other sites
ast65 10 Posted September 10, 2011 There´s still something wrong with objects ingame: in one map all vehicles were floating 10 meters in the air, in another all tables and laptops and stuff... (all in MP) Share this post Link to post Share on other sites
gL33k 0 Posted September 10, 2011 (edited) a lot of dead unit were still on their foot, inanimate. they disappear like corps after a while. critical bug repro is not so easy. because i was playing warfar benny 2.0.70 Edited September 10, 2011 by gL33k Share this post Link to post Share on other sites
bars91 956 Posted September 10, 2011 Well this is a "highly experimental" beta after all so there's got to be something wrong as revealing and fixing it is what it's for) Share this post Link to post Share on other sites
Gera_CCT 12 Posted September 10, 2011 Had 2 issues last night after some hours of MP: - Sometimes the gameplay freezes/locks for 5 seconds and then it resumed - Got 3 of this "freezes" at total, but in the last one the game crashed showing that "AO PMC Stoped Working..." window box But the ai infantary movement is really more smooth this time, but not the airplanes Share this post Link to post Share on other sites
Brainbug 10 Posted September 10, 2011 I experienced another bug, structures placed with the warfare build menu (mission is Benny's Warfare 2.070 final, running on the XR server) are not turned properly, they are all pointing north: this is with this beta (and a few before it): and this is how it is supposed to be (with 1.59.79384): It is not just a cosmetic problem because I am able to walk through the gaps (which renders the walls useless for defense purposes) and my vehicles are spawning at the side where I see the container, but for other people they spawn at the side where they see the container. Totally confusing. Would really like to see this fixed. Share this post Link to post Share on other sites
sickboy 13 Posted September 10, 2011 I experienced another bug, structures placed with the warfare build menu (mission is Benny's Warfare 2.070 final, running on the XR server) are not turned properly, they are all pointing north:... It is not just a cosmetic problem because I am able to walk through the gaps (which renders the walls useless for defense purposes) and my vehicles are spawning at the side where I see the container, but for other people they spawn at the side where they see the container. Totally confusing. Would really like to see this fixed. Might be related to http://dev-heaven.net/issues/24368#change-108788 Share this post Link to post Share on other sites
megagoth1702 252 Posted September 10, 2011 setDir and setPos are broken right now, that's why the funny stuff happens. Share this post Link to post Share on other sites
Archosaurusrev 12 Posted September 10, 2011 I may start playing multiplayer again thanks to this... Share this post Link to post Share on other sites
Brainbug 10 Posted September 10, 2011 oh ok, I was just about to make a ticket on the CIT, but if it is a known issue then nevermind. Share this post Link to post Share on other sites
Fireball 16 Posted September 10, 2011 setDir and setPos are broken right now, that's why the funny stuff happens. I made a repro mission which uses setDir with hardcoded values in http://dev-heaven.net/issues/24368 but setDir works there. The buildings in Warfare BE might point north because you did not turn them before placement. :P No, joke aside, you're comparing two pre-built infrastructures and I doubt you built a full base twice in different game versions to show that setDir isn't working, so this must be savegame related. This means the direction of buildings isn't saved or loaded anymore. Furthermore it could also mean that the savegame isn't compatible to the later beta anymore. ---------- Post added at 01:05 AM ---------- Previous post was at 12:53 AM ---------- a lot of dead unit were still on their foot, inanimate. they disappear like corps after a while. critical bugrepro is not so easy. because i was playing warfar benny 2.0.70 I think that happens when you mix different beta builds server- and client-side or even a server with 1.59 final and beta clients. Share this post Link to post Share on other sites
Anunnaki Nibiru 10 Posted September 10, 2011 Non-local objects (in MP game) are moving jerky. This BUG have 3 parts: 1. BUG "non-driver passenger" ... NOT FIXED 2. BUG "observer outside vehicles" ... FIXED ... "[84464] Improved: MP: Remote units should move a lot smoother." 3. BUG "stop jump" ... APPEARED AGAIN ... "[84285] Fixed: MP: Remote units jumping back when stopping" Other informations and VIDEOS of those BUGS are here: http://dev-heaven.net/issues/24252 . Share this post Link to post Share on other sites
Brainbug 10 Posted September 11, 2011 (edited) No, joke aside, you're comparing two pre-built infrastructures and I doubt you built a full base twice in different game versions to show that setDir isn't working, so this must be savegame related.No, this was the same live MP game, just in one picture I looked at it directly (from a tower) and in the other screenshot someone used the unit camera feature on me to see what I was looking at (good way to get the same viewing angle), so it is the same area at basically the same time.And the structures were all placed manually by the commander in game (yes he took his time^^), nothing pre-fabricated. In the build menu you can choose single factories, statics or wall parts, and you can rotate them before placing them. As you can see in the second screenshot, he did that, just the new beta doesn't recognise it, so that the wall parts don't form a closed wall. But in the ticket that Sickboy posted above Suma says that he has fixed the issue already. So I'll keep my fingers crossed that these problems are gone with the next beta. Edited September 11, 2011 by Brainbug Share this post Link to post Share on other sites